Same happen to mods for RA2, if i could fix the problem, i could make a custom survival map for MO3.3._________________If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. ï¿½:p .
QUICK_EDIT

oh, just noticed the WW chaos. was long ago that i checked the RA2 inis.
[MTNK] with Image=GTNK and [APOC] with Image=MTNK.

Back to your issue.
I'm still confused what you actually did and what exactly is not working.
So which unit is not working?
Your modified
[MTNK]
Image=ABRAMS

or your modified

[APOC]
Image=MTNK
?

My advice. Forget this crap Image= crap and give them the image directly with the same section in art.ini and the filenames.
Image is known to be bugged, so avoid using that key as often as possible.

Just to make sure, we are talking about changes in your rules(md).ini right? Not a new unit added to a map, because their graphics really do not show up in FinalAlert (also FinalSun). From my experience, the editor loads only graphics for objects defined in the main inis, not a map._________________SHP Artist of Twisted Insurrection: Nod buildings

Ok, so my MTNK(replaced grizzly with medium tank model) works fine ingame, the problem is it doesnt show up in my map builder FA2 when i place it. All i get is an empty square

The other unit does show up and i've used image= to point the abrams2 in artmd.ini and it works ingame AND in the map builder.

Just to be clear i'm modifying the rulesmd and artmd ini, not the ini editor in FA2.

So what i want is to get my model to show up in FA2 because it's very important that i see it.All the grizzly tanks are now medium tanks.

As for what i did ... i placed abrams hva vxl in expandmd30.mix (this is the model for the medium tank) and 2tnkicon (the icon for the mediumtank) in ecachemd29.mix

I've done the same with the abrams2 hva vxl and icon .. placed them like this AND it works, it shows up when i place it in my map.I tried mixing it up a little and placing the abrams files in ecache but the result is the same.

Take a look at the model for the medium tank and see if something is wrong.

Place it in ecachemdXX.mix, it will show up but not the Turret Offsets, but don't keep force shutting down or else the file names will be lost in the mix, I hate myself for doing that mistake!! , Remember that the ecachemdXX mix should be in the RA2 directory...

EDIT #1: Don't even think of doing this for MO 3.3!! It will rather mess up your game, and when you are DONE WITH MAPMAKING, REMOVE THE MIX FROM YOUR RA2 DIRECTORYQUICK_EDIT

Place it in ecachemdXX.mix, it will show up but not the Turret Offsets, but don't keep force shutting down or else the file names will be lost in the mix, I hate myself for doing that mistake!! , Remember that the ecachemdXX mix should be in the RA2 directory...

EDIT #1: Don't even think of doing this for MO 3.3!! It will rather mess up your game, and when you are DONE WITH MAPMAKING, REMOVE THE MIX FROM YOUR RA2 DIRECTORY

That doesn't work, i put the abrams hva and vxl in ecache and turrets in expand.

I guess i will remove image=abrams so i get the apocalypse(mtnk from art.ini) model for the grizzly while i'm making the map, and then switch it back to my current config when i'm done. I'm just confused why this model doesn't show up in FA2, other models do and are in the same fileQUICK_EDIT

I don't think it has anything to do with your INI configuration or file system. It's likely the voxel file itself that FinalAlert 2 does not like, as it is rather sensitive when it comes to them.

I don't really know which things specifically can cause rendering problems for voxels in FA2. I do recall one case where I had to convert the voxel into bitmap images and back and re-apply normals etc. on it to get it to show in the map editor, tho, but such drastic measures might not be necessary in every case._________________QUICK_EDIT

Hmm, you put your Turrets in an EXPAND mix, and not an ECACHE mix. I might have to agree with Sir. Starkku here, are you using an extremely large voxel that you just shrank using an HVA? Cuz a few months ago, I learned that FA2 does not really read the HVAs, just the voxel, and as Sir. Starkku said, FA2 is sensitive, so I figured a while later that I should try placing a freaking big unit (In canvas size) shrank in an HVA, mine just ends up, really huge.QUICK_EDIT

The solution to this problem is: Voxel Editor - File - Properties - Header - Transformation matrix Replaced by the identity matrix (diagonal 1, remaining 0) - Save.
The reason is that the transformation matrix of all materials of MO is chaotic, and the diagonal element is 0.
---I just help someone to help you.Sorry for my bad English.QUICK_EDIT

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